Quote:
Originally Posted by GlideImage
EDITED: looks as the only thing different is the Drag, Diamond hunter and heavy mass special skills with as it seems no effect at all except to use up a space. Anyway! I will check back tomorrow.
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They don't have any affect, someone posting about this and I haven't tried the info but you have to manually add it in somewhere.
I assume the best method would be directly to the Servers Basket file of said car, then buy the car.
If you don't know how to find a cars basket file, buy it, then hurry and check the command windows, one of them shows the act of adding it in and gives its basket file number.
I am sure you can add it in your slots file but that is such a wall of text and you will have a ton of extra work to figure out which car to edit the files into.
It's from the "we have particles baby" thread I believe.
(sorry that I cant give proper credit) but @Buzzcopter is most likely the reason behind finding this info.
If you check a basket file, you will realize how self explanatory to where these code go and obviously, you leave off the names and such, you just use the <visualparttrans>bla bla bla </visualparttrans>
As long as it is in the general area of the rest and takes up its own spot, it does not matter if it is before or after one of the default visual codes in there.
I personally would add it in last, this way, if it does not work right, you know where it is to remove it.
Remember, you have to then buy the car, it will have no affect on the car you already own.
If you have not realized, in the coding world, everything begins with <code> and ends with </code> and only one code per set.
And such as the visual code, there is an extra <visualparttrans> </visualparttrans> at the top and bottom of them all and if the car has none, then at the end of the whole code is one <VisualParts />
I assume you would remove that.... add the default <visualparttrans> </visualparttrans>(which is I assume,is a wrapper code) and put these codes inbetween.
Again, just as everything else, I am just speculating, because I do know how coding works and it always follows said pattern.
Once I am awake all the way, I will experiment, but pretty sure I am correct though.
I will even try to add them into those three cars you gave me the carslots code for, and give it back to you, then you can add that back into your slots file, I will test first and if it works, you will have two versions of the cars.
The only thing I am worried about using the carslots only method, is the other files in the 100 folder, why it works(adding in those three cars) without editing those other files too.
JINGLE BELLS
<VisualPartTrans>
<PartHash>-2121341089</PartHash>
<SlotHash>1398141924</SlotHash>
</VisualPartTrans>
Treasure Hunt (Green Diamonds) Neon. This just installs the neon with no other effects that I'm aware of.
<VisualPartTrans><PartHash>600629572</PartHash>
<SlotHash>1694991</SlotHash></VisualPartTrans>
Treasure Hunt icon (shows on garage hud when changing car). Installing this part enables the treasure hunt feature in the game.
<VisualPartTrans><PartHash>871421435</PartHash>
<SlotHash>1398141924</SlotHash></VisualPartTrans>
Heavy Mass icon (shows on garage hud when changing car). Installing this part probably enables the heavy mass feature in the game.
<VisualPartTrans><PartHash>2700292</PartHash>
<SlotHash>1398141924</SlotHash></VisualPartTrans>
Treasure Hunt skill. This just puts a treasure hunt icon on the skill list. The visual part above is what enables treasure hunt mode for a car. Don't forget to set slot count to 6.
<SkillModPartTrans><IsFixed>true</IsFixed>
<SkillModPartAttribHash>-1711561079</SkillModPartAttribHash>
</SkillModPartTrans>
...
<SkillModSlotCount>6</SkillModSlotCount>
Heavy Mass skill. This may not do anything other than put an icon on the skill list. Don't forget to set slot count to 6.
<SkillModPartTrans><IsFixed>true</IsFixed>
<SkillModPartAttribHash>-26755903</SkillModPartAttribHash>
</SkillModPartTrans>
...
<SkillModSlotCount>6</SkillModSlotCount>
Quote:
Originally Posted by InnZumNiaK
I cannot download the file  , rghost is not working for me, i think that is my ISP, and i want to test it and spot the differences with the WIP all track file that i'm making.
About the omega industries thing... i mean this.
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Ohhhhh, well none of the unfinished tracks has those.
You have to try out that ID 203 City Center Circuit track though, it's my new fav Circuit and I personally do not even like Circuits, other than Chicken Run...most are too long for me.
Quote:
Originally Posted by InnZumNiaK
BTW thanks for the code info for repairing the Elise Limited, the mazdas, the silvia explusive and the supra drag, it worked like a charm
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No prob, if you happen upon any others, feel free to PM me the car in question.
Give me the info I need though, as someone PMed me last week about the mazda's and all he said was Mazda RX-7 FD3S.
It took me forever to figure out what Editions he was referring to as none are even listed ingame with the "FD3S" sub title and there are 7 of those Editions too. Blue, Battle, Sidestep, 4 3 and 2....
I do not, and will not ever remember all the subtitles, I just need the actual ingame name and its Edition(s), if any, that is.
Lol.
Quote:
Originally Posted by InnZumNiaK
I'm working on a third and probably final version of my all track files. i will look at the post to see if anything is missing in the files i'm editing now.
can i ask you a favor, can you upload to mediafire the gamermca's all track that is in this very post, so i can download it and test it?
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I am pretty sure you are missing about 15 or so tracks, give or take.
I wish now I would have taken notes on the ones I was missing from @Keule306 file, could have saved you some work.
Once you are sure you have all the tracks, share it, as I would like a version with the Car Class thing too.
Keule306 used the hash 607077938 for all tracks, does that represent "open" and the AI's will try to match your Class that you used?
Edit, incase you do not know this.
What goes in the availableatlevel.xml...only causes the icon to appear on the map and the popup, when you get near the track.
What goes in the Launchevent folder, is what causes the event to start and without that, the availableatlevel.xml is useless.
Making the launchevent files is as simple as making copies of any one of them, pasting somewhere else, then edit it to represent the new track you are adding in, both it's name and the inside code ID number.
I posted this, for others as well, to help them along.
All a person really has to do is share the ID number and the rest, we can all do on our own in seconds.
Again, I wish I would have taken notes when merging my xml with Keule306's...as those numbers are all you would need.
As I have posted the ID 203 for the City Center track, you can now if you wish, manually edit and create both sets of files in seconds, enter safe house, leave and that purple icon will show up on the map